MartialArts/SixteenEfficaciousExtensionsofSpace

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1st Edition, Power Combat

The Sixteen Efficacious Extensions of Space

The mechanical limitations of the body, the way the body moves in physical space, and spatial relations are the rudiment of all martial arts. Terrestrial-level martial arts function on the simple principles and constraints of the practitioner's physical form and the fundamental manipulation of location and posture. Enhanced by the spiritual power of the martial artist, these can prove formidable in combat. However, to even begin to grasp the Celestial martial arts, the martial artist must open up his mind to the world beyond the physical. The Immaculate Order approaches this problem through Spirit Sight and Spirit Walking. However, a far older method exists, freeing the student's mind by changing the very basis that the martial artist views the act of physical violence. In changing the way the martial artist functions within physical space, the spirit is realigned and receptive to the higher, more esoteric instruction of Celestial martial arts.

This tree can serve as an initiation for Dragon-Blooded into Celestial-level Martial Arts, but is frequently taught in the Crimson Panoply of Victory, as the very rudiments of physical conflict are redefined by it.

The Four Principles & The Sixteen Extensions

There are only four principles to the spatial relations of combat. Impetus, Aggression, Recession, Aversion. Each of these principles is learned as a Charm. The Sixteen Efficacious Extensions of Space are, in fact, these principles applied. The student who masters two principles masters the Extensions that utilize those two - and only those two - principles. Each Extension is distinct, but each Extension is keyed to one Principle. Using an Extension requires using the Principle (that is, the Charm) in a specified manner. Combos can be developed that mingle the Extensions of two or more Principles, but Combos mingling multiple Extensions of the same Principle cannot.

Throughout the text below detailing the mechanics of the Principles and Extensions, you will see references to "positioning attempts". A positioning attempt is a roll of Wits + Martial Arts, Wits + Brawl, or Wits + Melee. These rolls represent subtle shifts in a combatant's posture, and the deftness of his footwork. In normal Exalted combat, these differences are too minor for the positioning attempt to ever be rolled, or have any effect. With Charms, however, positioning attempts can have unexpected side-effects.

Each Principle costs 4 motes. However, invoking a Principle through an Extension incurs a surcharge, a specified amount of Essence or Willpower drained by the act of utilizing the more exotic Extensions. This is not part of the activation cost of the Charms, but is a side-effect of the Charm in action.


The Principle of Impetus

Cost: 4 motes
Duration: Special
Type: Special
Minimum Martial Arts: 4
Minimum Essence: 4

The motive force, Impetus is the principle by which battle is joined.

The First Extension</b> - Compel: Impetus. Used as an Instant Supplemental Charm, the martial artist acts upon a target. This target does not get to roll an initiative die for his next turn, and suffers a dice-pool penalty equal to the martial artist's Essence to his first attempt at putting the martial artist on the defensive.

<b>The Fifth Extension</b> - Assail: Impetus and Aggression. Used as an Instant Extra-Actions Charm, the martial artist makes a normal close-combat attack. Then another, and then another. Each of these attacks that the target does not dodge inflicts a cumulative one-die penalty on the target's Dexterity, which afflicts the target for the next turn. Only the final of the three attacks is an actual attack that can touch or injure the target.

<b>The Ninth Extension</b> - Fleche: Impetus and Recession. Used as an Instant Supplemental Charm, the martial artist moves (up to Martial Arts + Essence) yards towards a foe, and then immediately the same distance away from that foe. The target of this effect suffers a dice pool penalty equal to his own Dexterity to any attempt to act in opposition to the martial artist as he darts past.

<b>The Thirteenth Extension</b> - Elude: Impetus and Aversion. Used as an Instant Reflexive Charm, the martial artist makes a positioning attempt. Every success on this attempt allows the martial artist to move up to his Essence in yards in any direction, if he so desires.


<b>The Principle of Aggression

Cost: 4 motes
Duration: Special
Type: Special
Minimum Martial Arts: 4
Minimum Essence: 4

The destroying force, Aggression is the only means to the end.

The Second Extension</b> - Strike: Aggression. Used as an Instant Simple Charm, the martial artist makes a normal close-combat attack. The target must sacrifice his ability to attack the martial artist for the remainder of the turn if he wishes to defend against this attack.

<b>The Sixth Extension</b> - Lunge: Aggression and Impetus. Used as an Instant Supplemental Charm, the martial artist reaches out up to (Martial Arts) yards to affect his foe, and the target of this effect is considered prone for the purposes of this act.

<b>The Tenth Extension</b> - Entrap: Aggression and Recession. Used as an Instant Extra-Actions Charm, but invoked as a response to being attacked, the martial artist uses the successes on a positioning attempt as triggers for up to his Essence rating in counterattacks.

<b>The Fourteenth Extension</b> - Countercut: Aggression and Aversion. Used as an Instant Supplemental Charm, the martial artist treats the successes on a positioning or dodge attempt as successes on a close-combat counterattack.


<b>The Principle of Recession

Cost: 4 motes
Duration: Special
Type: Special
Minimum Martial Arts: 4
Minimum Essence: 4

The complicating force, Recession is the principle of cunning, or cowardice.

The Third Extension</b> - Withdraw: Recession. Used as an Instant Reflexive Charm, the martial artist immediately moves (Martial Arts + Essence) yards in any direction away from his foe, adding her Essence in dice to her next Dodge attempt against that enemy.

<b>The Seventh Extension</b> - Lure: Recession and Impetus. Used as an Instant Supplemental Charm, the martial artist forces the target to choose between attacking him, or being unable to take a movement action (including Charm-inspired ones) for the remainder of the turn.

<b>The Eleventh Extension</b> - Feint: Recession and Aggression. Used as an Instant Simple Charm, the martial artist immediately moves up to (Martial Arts) yards in any direction, then rolls two attacks. A defense of a given type offered against one counts as though it were offered against the other, though it does not hinder the other attack. Only one of these attacks is real, and "realness" is designated by the martial artist after all defenses are applied.

<b>The Fifteenth Extension</b> - Disengage: Recession and Aversion. Used as an Instant Extra-Actions Charm, the martial artist makes a positioning attempt (which counts as an action). Each success on this attempt triggers an immediate movement action, additional positioning attempt, or parry attempt.


<b>The Principle of Aversion

Cost: 4 motes
Duration: Special
Type: Special
Minimum Martial Arts: 4
Minimum Essence: 4

The art of physical contradiction, Aversion is the principle by which onslaught is rendered impotent.

The Fourth Extension</b> - Preserve: Aversion. Used as an Instant Extra-Actions Charm, the martial artist may make a number of positioning attempts this turn equal to her Essence. The martial artist may apply the successes on a positioning attempt made with the Fourth Extension as successes on a defense roll against a single close-combat attack. This does not count as a dodge or parry.

<b>The Eighth Extension</b> - Approach: Aversion and Impetus. Used as an Instant Reflexive Charm, the martial artist makes a positioning attempt, adding the successes on the attempt to the difficulty of close-combat attacks against him by a specific foe for the remainder of the turn.

<b>The Twelfth Extension</b> - Displace: Aversion and Aggression. Used as an Instant Reflexive Charm, the martial artist may make an immediate positioning attempt for any purpose, using the successes on an attack or parry as the dice pool for this positioning attempt.

<b>The Sixteenth Extension</b> - Repent: Aversion and Recession, +2 motes, 1 willpower. Used as an Instant Simple Charm, the martial artist severs all lines of approach between himself and a single opponent. For the remainder of the turn, neither the martial artist nor his target may act upon each other in any way. This is a perfect effect.


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